UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FEventRouter Class Reference

Classes

class  FBubblePolicy
 
class  FDirectPolicy
 
class  FToLeafmostPolicy
 
class  FTunnelPolicy
 
struct  Translate
 
struct  Translate< FPointerEvent >
 

Static Public Member Functions

template<typename RoutingPolicyType , typename FuncType , typename EventType >
static FReply RouteAlongFocusPath (FSlateApplication *ThisApplication, RoutingPolicyType RoutingPolicy, EventType KeyEventCopy, const FuncType &Lambda, ESlateDebuggingInputEvent DebuggingInputEvent)
 
template<typename ReplyType , typename RoutingPolicyType , typename EventType , typename FuncType >
static ReplyType Route (FSlateApplication *ThisApplication, RoutingPolicyType RoutingPolicy, EventType EventCopy, const FuncType &Lambda, ESlateDebuggingInputEvent DebuggingInputEvent)
 
static void ProcessReply (FSlateApplication *Application, const FWidgetPath &RoutingPath, const FNoReply &Reply, const FWidgetPath *WidgetsUnderCursor, const FInputEvent *)
 
static void ProcessReply (FSlateApplication *Application, const FWidgetPath &RoutingPath, const FCursorReply &Reply, const FWidgetPath *WidgetsUnderCursor, const FInputEvent *)
 
static void ProcessReply (FSlateApplication *Application, const FWidgetPath &RoutingPath, const FReply &Reply, const FWidgetPath *WidgetsUnderCursor, const FInputEvent *PointerEvent)
 
static void ProcessReply (FSlateApplication *Application, const FWidgetPath &RoutingPath, const FReply &Reply, const FWidgetPath *WidgetsUnderCursor, const FPointerEvent *PointerEvent)
 

Member Function Documentation

◆ ProcessReply() [1/4]

static void FEventRouter::ProcessReply ( FSlateApplication Application,
const FWidgetPath RoutingPath,
const FCursorReply Reply,
const FWidgetPath WidgetsUnderCursor,
const FInputEvent  
)
inlinestatic

◆ ProcessReply() [2/4]

static void FEventRouter::ProcessReply ( FSlateApplication Application,
const FWidgetPath RoutingPath,
const FNoReply Reply,
const FWidgetPath WidgetsUnderCursor,
const FInputEvent  
)
inlinestatic

◆ ProcessReply() [3/4]

static void FEventRouter::ProcessReply ( FSlateApplication Application,
const FWidgetPath RoutingPath,
const FReply Reply,
const FWidgetPath WidgetsUnderCursor,
const FInputEvent PointerEvent 
)
inlinestatic

◆ ProcessReply() [4/4]

static void FEventRouter::ProcessReply ( FSlateApplication Application,
const FWidgetPath RoutingPath,
const FReply Reply,
const FWidgetPath WidgetsUnderCursor,
const FPointerEvent PointerEvent 
)
inlinestatic

◆ Route()

template<typename ReplyType , typename RoutingPolicyType , typename EventType , typename FuncType >
static ReplyType FEventRouter::Route ( FSlateApplication ThisApplication,
RoutingPolicyType  RoutingPolicy,
EventType  EventCopy,
const FuncType &  Lambda,
ESlateDebuggingInputEvent  DebuggingInputEvent 
)
inlinestatic

Route an event based on the Routing Policy.

◆ RouteAlongFocusPath()

template<typename RoutingPolicyType , typename FuncType , typename EventType >
static FReply FEventRouter::RouteAlongFocusPath ( FSlateApplication ThisApplication,
RoutingPolicyType  RoutingPolicy,
EventType  KeyEventCopy,
const FuncType &  Lambda,
ESlateDebuggingInputEvent  DebuggingInputEvent 
)
inlinestatic

Route an event along a focus path (as opposed to PointerPath)

Focus paths are used focus devices.(e.g. Keyboard or Game Pads) Focus paths change when the user navigates focus (e.g. Tab or Shift Tab, clicks on a focusable widget, or navigation with keyboard/game pad.)


The documentation for this class was generated from the following file: